Combining materials with ID mask

- [Instructor] Now we have all of our materials created…for our object, so it's time to move on…to applying different materials to different parts…of the object that we had segmented out…in our RGB map that we baked out earlier.…So I'm going to open up the resources here,…and let's double-click on ALTAR_01, load that up.…Okay, so we're looking at the copper material on our object.…Awesome, great.…I could grab the stone, for example,…drag it over, awesome.…So we have these different materials,…but we need to blend them.…And we're going to blend them based on this RGB map,…and I'll drag that over into our network here,…and there we go.…

So what we've got here is we've…got the red is going to be the stone,…the green over here and here is going to be gold,…and the blue is going to be the copper.…So we can select the AO and the outputs here…and drag these over a little bit.…And the node we're going to use that takes this color ID input…and allows you to blend materials is a multi-material blend.…So I'll go into my library down here,…

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Released

1/19/2018

Explore the integration of Substance Designer—a powerful tool for creating textures for 3D art, visualization projects, and games—with Unreal Engine. This course provides a solid foundation of the principles of texture creation in Substance Designer for use in Unreal Engine. Instructor Scott Pagano explains how to import a model into Substance Designer and bake AO, curvature, and ID maps. He discusses the advantages of system-based procedural texture creation, and shows how to create both image file output and substances which can be used and modified directly in the Unreal editor.